Disciplined Barrage is self-only. That's a pretty big difference. Of course not for Solo. LoH can save your life, Displined Barrage cannot. Initially I was comparing 1 concentration with LoH base healing effect, which I think is in favor of the later by a pretty big margin.
But we're really comparing apples and tomatoes here.
It also heals more than any instant healing abilities bar LoPZ and consumables. Actually, it's the Healing over Time that heals the most per tick. It's really middle ground between instant heals (life savers) and heals over time (damages mitigators), with the big distinctive feature from instant ones of benefitting from INT and PL duration scaling.
It also has nice interaction with Wall of Draining for being a "short but strong" buff.
As they are many source of DPS. Disciplined Barrage is precious because there aren't that many souces of crits though.
Brilliant has the same effect on SC barb as in Vanilla.
All this requires ability points. SC and MC get almost the same numbers, even if it is obvious that they are spent less optimally for having a single tree (especially since some Tier 1-7 passive are really broken). It's hard to figure what MC feature could beat Driving Roar in term of convenient cheap AoE DPS + fast cast Interrupt/push. And it terms of Spike AoE, dual mortar HoF is there too.
Not everything works every fight. Blood Surge works well vs Belranga and to some extant vs Hauni O Whe (because Blood Thirst make Barb optimal for dealing with those parasite oozes), but require some Chanter skellies slaying to work a bit vs Dorudugan (and probably not a very optimal strategy then).
Anyway, SC Barbs are seen as fine by most, so I won't change them, unless some other reviews argue about it. As said above "SC Barbs are fine" does not reflect only my opinion. This was even said before BPM, and I still buffed them.
Parties require less balanced build in general. Noticeably, you don't have to tank or do the healing yourself.
If healing 1/2 to 1/3 of health pool for 1 zeal is very very meh for you... well I don't know what you need.
As said above, apart for consumable, I don't know what can beat it apart things that restore ~10 base health per 3s. Sure it heals more overall, but it is really slow.
If we're talking about healing efficiency, IMHO nothing can top Nature's Balm. I start every druid battle by casting it, it is so fast, can affect the whole party (initial placement matters). Pain Link and Spiritual Ally (!) are also my bread and butter heals for their efficiency again.
But when a character is dangerously low on health, LoH becomes better at "saving one's life" than the mentionned abilities (not to mention it can be stacked with said Robust).
I guess for Solo, you have to think a lot about long term and attrition, which makes it "very very meh" instead of "basically okay", which it is in the general gameplay.
Anyway, since we have more or less agreed on GLoH and HoL I propose to stop arguing here (you can answer but I don't guarantee responding).
Actually I think I'll go with 30 health per 3s for 5s (instead of 6s as said above) for HoL/GLoH in order to harmonize duration with Shielbearer secondary effect (which is 5s in BPM).
But I'll go with 15s Robust and 20s Courageous instead. So same level of power as described above.
Also now I'm turning my attention on a final point before release (I hope) :
Take the Hit.
It is supposed to be the pinacle of "tanking" (in term of deviating attacks from others), but it is limited to damages transfer. Even with BPM change (no recovery, no cost), I find it hard to pick and cast (some combos do exist).
Thematically, you're getting damages on your fighter in exchange for protecting your friends. The issue is that the said friends have usually lower defenses, so transfering damages make easy damages vs your supposed tank.
It worked somewhat better in Vanilla since Unbending was overhealing there dues its weird implementation. So these excessive healing could be dumped with Take the Hit cast, even if the synergy didn't work.
Take the Hit would be perfect if there was a way to make 50% of the attacks actually target the fighter in order to benefit from its defense. I must emphasize that there are no way to do that. The ability that redirect attack have they targets hard coded (Reflect stuff, Blade Turning).
You all can make design suggestions, but remember not everything exists. So try to replicate an existing ability/effect.
My proposal would be :
- Take the Hit grants 50% damages resistance to allies in the AoE
- Take the Hit transfers 50% stacking bonus damages to fighter for each protected ally.
This can be mitigated by Unbending of course, which is a better synergy than the current effect. Also stacking defenses make these bonus damages less easy to take advantages of. The basic idea is to enable the fighter to protect what has passed their line of defense.
Thematically, it fits remarkably well with Furrante's Breastplate passive (-10% allies damages, +10% to self)... which also has Take the Hit as castable effect.
Duration, Recovery and Cost should be adjusted.
Cost can't be zero in this case, so probably back to 1 Discipline.
Duration should be relatively low. Could be 10s as original. Could be down to 6s if the effect feels too powerful.
Recovery / no Recovery is also a question : I admit I fear having a backrow fighter casting Take the Hit repeatedly (even worse with a "Brilliant" Tactician), so at least recovery would prevent them from doing much else.
Nope, they are not supposed to stack. Both are from active effects.